[1/3] WineD3D: Fix texdp3tex in glsl

H. Verbeet hverbeet at gmail.com
Fri Aug 31 02:35:25 CDT 2007


On 30/08/2007, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
>
The preferred way to do that is to use shader_glsl_get_sample_function().

Also note that previously the docs just said "The result is used to
sample the texture at texture stage m by performing a 1D lookup." The
addition of using 0.0 to extend the vector is apparently recent.



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